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points (hp).

When hp reach 0 (or below), monsters are dead,


Searchers of the Unknown and PC’s are knocked out. Monsters could kill them easily, but
they won’t. Instead, they keep them as prisoners. This is just
“Target 20” variant (SOTUt20) more pulp-like.
Another minimalist way to play D&D 4° Morale: If outnumbered, after the first death, and when
reduced to one-half or fewer hit points, monsters check for
Concept morale. The DM rolls 1d10. If the result is over the monster’s
A typical old-school D&D module lists a monster’s stats hit dice, it will withdraw or surrender to get a better position.
like this: (AC6, MV9’, HD 1, hp 4, #AT1, D1-10 by halberd). 5° Rest and bandages: After combat ends, all hit points (hp)
The idea is that, if it’s enough for monsters, it should be are restored to their initial score. After all, hit points reflect the
enough for PCs too. This rules-light system enables you to capacity to avoid or withstand hits. If a PC is reduced to 0hp or
play these modules in that way. This variant alters the SOTU below, he needs longer rest or even healing magic, (like a
rules slightly to “higher is better” for d20 rolls. potion of healing), because he’s actually wounded.

Build a PC Adventure
This system assumes PC’s are dungeon crawlers, delvers and 1° Stealth & stunts: Sneaking up on a monster, hiding in
swordsmen. Clerics rules churches; and wizards laboratories, shadows, moving silently, climbing or swimming are all easier
or could be villains, but don’t venture into dungeons. in lighter armor. For each such action, roll 1d20 and add the
1° Choose an armor. This determines your PC’s armor class character’s AC+level. The action is successful if the total is 20
(AC) and a movement rate (MV). or higher. So a 4th level adventurer with a leather armor and a
Armor AC MV shield must roll 10 or higher to climb a cliff. For more difficult
No armor 9 12’ actions, the DM may choose 1d10 rather than 1d20.
Leather armor 7 9’ 2° Saving throws: When such a roll is needed for any reason,
Chainmail 5 6’ roll 1d20 and add the PC’s level, +3. The save is successful if
Plate mail 3 3’ the total is 20 or higher. So a 7th level adventurer must roll a 10
Shield -1 -1’ or higher to escape a magical charm from a harpy. This
2° Roll for hit points, 1d8 per level (HD). So, 1d8 for a PC “level+3” rule applies to every action not covered by the
starting at first level. “stealth & stunts” rule, and fits common adventurers
3° Choose three weapons, or two weapons and a shield knowledge like searching for secrets doors or picking locks.
Weapon Description Damage 3° Dangers: If something could kill a man, like a fall, a fire
Small weapons easily concealable (dagger or sling)… 1d4 or a trap, it does 1d8 points of damage. If it could kill a horse,
Range weapon bow, crossbow… 1d6 2d8. If it’s could kill an ogre, 4d8. No more.
Melee weapon mace, sword, hammer… 1d8 4° Magic: Most spells are self descriptive. As a rule, a spell
2-handed weapon 2-handed sword, polearm… 1d10 will last for one fight, or one day for non-fighting spells; their
4° Number of attacks (AT) is 1 at start, then rises to 2 at range is one dungeon room, and their area of effect is also one
level 5, 3 at level 9 and so on. When a PC kills a monster, he room, or one creature per spell level, whichever best applies.
can make another attack at the end of the same round. Damage is treated as in the “danger” section. PC’s may use
5° Choose a name and a description. Choose a race, like spells from scrolls, only once, if the spell level is below or
human, dwarf, hobbit or elf (it has no rules effect, but it adds equal their own level.
fun to the game). Imagine what he was before becoming an
adventurer. Your PC is ready. Experience
Example of character sheet: Humphrey the bald (AC 5 MV 9’ PC’s start at level 1 (1 Hit Dice). Each time they defeat a
HD 3 hp 14 #AT 1 D 1d10 with a voulgue). monster, by killing it or another method, they get 100
experience points per monsters hit dice, shared between the
Fighting party. The number of experience points needed to level up is
1° Initiative: Each combatant rolls 1d10+his AC. The highest 2000 x the current level. There are no limits to levels.
score has initiative, other attacks occur in descending order. So Gaining a new level means better rolls for fight, save and
a lightly armored fighter has a better chance to strike first. If actions, and 1d8 more hit points. The player rerolls all hit
one has several attacks (AT), he rolls initiative several times. dice. If the new score is higher than the old, keep the new total.
2° Attack: roll 1d20 and add the attackers level (HD) plus the If not, keep the old one. And now, for sure, fight on!
targets AC and any modifiers. If the total score is 20 or higher,
Written by Nicolas Dessaux and edited by Brian Fiscus. Dungeons & Dragons is
it’s a hit. Example: to hit an AC 6 orc, a 3rd level adventurer Registered Trademarks® of Wizards of the Coast, Inc. No challenge or claim to the
needs an 11 or higher. ownership of these trademarks is intended or implied. This is a not for profit fan
3° Damage: When you hit an opponent, roll your weapon work and is believed to reside within Fair Use.
damage (D) dice. Deduct the result from your opponents hit

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